Man, I'm super into the sculpted look to the facial anatomy, very well done. Dishonored definitely employed some really unusual stylization in its character models. I would tone down those super prominent sternocleidomastoid muscles however (those front neck muscle connectors). They look completely separate from the…
The video only shows 1/4 of the awesome the guys have pumped out for UT3 :) The effect is done by working out the distance of the pixel from a central radius point in world space. If you know that, you can define a mask that is effectively a spherical radius. UDK actually has a node for this now, I believe, but back then…
Just a small update. Belt has this structure the martial arts belt have... It's not perfect but ain't that bad too. Medium size detail is missing... I don't like that fact. I think I made a big mistake though. I never defined what style I'm going for. It's going more and more into realistic style and I'm not that happy…
If I could go back.... I'd make a 3D game where you can mine and farm stuff and build stuff and everything is cubes with pixel art textures. And zombies and skeletons and freaky green dudes on 4 legs come out at night. ;P I'd definately not do a space invaders animation that requires me to print out every frame (about…
Great concept work. The model colours seem a bit random atm, like the blocks where the pillars meet the ceiling.. unsure whether they're meant to be ice or rock because of the blue, white and purple textures. Agree with Zersixs on the resolution, could definately do with up-resing. Overall the scene just looks a bit messy…
Got my low poly done and baked out! I'm pretty happy with how the normals turned out :) The wrapping could be a bit more defined, so I'm thinking I'll go tweak the high poly yet again. I keep making changes that are so subtle that it barely looks like I changed anything. But other than that, I think the bake turned out…
I'd definately suggest learning to draw on pen and paper (or other real media) before digital. Personally i'm moving back to real media after years of over using and relying on digital. The problem is that you will become far too reliant on "cheap" tricks and easy fixing to correct incorrect drawings (warping, move,etc).…
Yeah you can author diffuse/albedo maps in linear space if you want, and if you've created the map in linear space while previewing it in game, you should leave it as linear. Most people author diffuse/gamma maps in gamma space, because photoshop works in gamma space so its easier to "see" the results. Gloss/roughness maps…
I like where this is going! It's uncomfortable with his right heel and her toe being cut off at the bottom. Add a comfortable margin there. Same with the sword tip at left. Compositionally, the focus is their faces. Use the mountains in the ridgeline to lead the eyes there, instead of being a flat series of peaks. Why is…
Good start. I recognized him right away, even though I was 7 when this game came out and I haven't though about it in years. It would look better if you defined the eyes, nostrils and around the corners of his mouth. The chin sticks out in an awkward way. Where would his ears be? It seems like the armor would uncomfortably…